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Change the Source of Sound Cues on Animation

We've implemented a 3D character model which has event triggers on the animation (footsteps, as an example). The problem is when the sound event plays, it plays very loudly, as if the footstep sound is coming from the camera source.

How do I make the audio sound as if it is coming from a distance away from the camera which will dynamically change depending on the character's distance. I am suspecting this problem has something to do with the source of the sound (it's being called directly in the event) but I don't know how to fix that. Do I need to override the listener or something?


(version 4.12)

Product Version: UE 4.12
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asked Mar 13 '17 at 04:08 PM in Blueprint Scripting

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